Game Info
Year
2025
Players
2-4
Age
12+
Playtime
30 min
Complexity
2/5
Collection
Your Tier
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Description
Schemers use pranks to make enemies look bad at a royal faerie wedding.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 5
This page: 5
Sentiment:
pos 5 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–5 of 5
Video VVeaZzhp9F0
Chairman of the Board Discussion at 4:13 sentiment: positive
video_pk 87249 · mention_pk 227580
Click to watch at 4:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Designer has great pedigree (Arboretum).
Cons
none
Thematic elements
Comparison games
- Arboretum
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is where I talk about all of the games that I have acquired over the last couple of months
- this is one of the most interesting um combat systems that I think I've ever seen
- one of the coolest components um of the year for sure that is these pens and shields
- Arboretum which which is one of the best card games probably ever made a very nasty game but um but it's brilliantly designed
- it did feature on a a ranking video and it didn't do as good as I thought it would
- it's safe to say it's not for me
- it has this kind of beer and pretzel feel to it
- I'm sure it'll do well because I know these kind of games have a big audience
- so I'm going to be doing again a full video covering the gy series and talking through them in my you in my priority order and how much I like them
- definitely diversifying in what I cover on the channel here
References (from this video)
No references stored for this video.
Video LcPee0RJkfc
Brains On Games Review at 0:00 sentiment: positive
video_pk 87096 · mention_pk 227087
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever, evolving scoring system with multiple routes to victory
- Encourages players to track opponents' discarded/held cards and adapt strategies
- Rapid play with a tight core loop suitable for families yet deep enough for hobbyists
- Engaging social interaction through protection and pranks that affect tokens and scoring
- Promising for replayability given different table setups and card draw dynamics
Cons
- Prototype artwork and color contrast currently hinder readability on some cards
- Component readability may improve in final production but is a concern during prototype phase
- Some players may prefer stronger thematic flavor or names for elements beyond mechanics
Thematic elements
- Impressing or pranking the fairy royal court through card play to accumulate favor and victory points
- Fairy Court party, a whimsical realm of fairy-tolked nobility with tables and invitations to impress the king and queen
- Competitive, trick-taking-esque table interactions with evolving scoring and social maneuvering
Comparison games
none
Mechanics (from transcript analysis)
- Dance vs. surprise scoring — If the leading side remains tied, a 'dance' occurs awarding points to the lowest cards; if the leadership changes, a 'surprise' yields higher points for the highest cards.
- End Game Bonuses — After eight rounds, remaining cards in hand and previously earned tokens contribute to final victory points with special bonuses (e.g., a three card toast).
- Endgame point consolidation — After eight rounds, remaining cards in hand and previously earned tokens contribute to final victory points with special bonuses (e.g., a three card toast).
- Friendship tokens — Protecting cards yields tokens worth points; tokens can be stolen and may be flipped to a locked state for more points.
- Invitation row and card cycling — Each turn triggers drawing from an invitation row and potentially upgrading a face-down card to face-up status, opening new options.
- Math/quantitative reasoning core — Players constantly assess remaining unseen cards, weights, and potential point opportunities, effectively solving a dynamic numerical puzzle.
- Prank tokens — If an equal number is played on the opposite side, the matching card is discarded and the player gains a prank token worth more points.
- Protection via adjacency — Players can protect a card by playing a neighboring value that is one higher or lower, locking in its value for defense against pranks.
- Table lead tracking and scoring cycles — At the end of a round, players reveal and total the cards they have on each side to determine if a table is leading; dances or surprises then reallocate points.
- Table placement and side-based scoring — Players place cards on specific tables with a light/dark (top/bottom) orientation, influencing which faction leads and how points are allocated at the end of the round.
- Token locking and stealing — Tokens can be locked in to prevent theft; locking increases points and makes tokens resilient to other players' actions.
- Trick-Taking — If an equal number is played on the opposite side, the matching card is discarded and the player gains a prank token worth more points.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this is very very much about math reasoning
- it's a light game
- we had a good time playing Mischief
- very clever in terms of the way that the points are organized
- it's evolving every single turn
- it's a puzzle that you're working out
- there is some strategy here
- this card game goes quickly but there is some strategy here
- it's a math problem that you're solving
References (from this video)
No references stored for this video.
Video 9fW3Mn-rNpU
Meeple University Top 10 List at 1:11:46 sentiment: positive
video_pk 86906 · mention_pk 226472
Click to watch at 1:11:46 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- deep hand-management depth
- competitive two-player tension
Cons
- potentially punishing and complex for new players
Thematic elements
- forest and color suits
- hand-management card game
Comparison games
- Arboretum
Mechanics (from transcript analysis)
- central shared scoring area — Cards in players’ hands and on the table determine scoring and end conditions.
- hand management with color suits — Players manage cards to create runs and influence scoring, with interaction through discarding/keeping cards.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- we keep this casual so if you have any questions we'll have a look and then we'll try to answer as best as we can
- our top games of the last two months
- it's a two-player game and it's tight and crunchy
References (from this video)
No references stored for this video.
Video 7ekLT0ZlllM
Review at 0:02 sentiment: positive
video_pk 78513 · mention_pk 191208
Click to watch at 0:02 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The interplay of cards remaining in hand being as important as played cards adds a cool dimension.
- Misleading opponents about table influence is a strong strategic element.
- Dynamic and exciting endgame scoring system.
- Strong hand management, leading to crunchy decisions.
- Fast-paced gameplay that doesn't drag.
- Solid player interaction through token competition and influence swings.
- Lovely art style with a fantasy oral aesthetic.
- Scales well, with a particularly cool two-player experience.
- Delicately balanced with crunchy decisions that matter.
Cons
- Can be difficult to teach to casual gamers due to jarring mechanisms and rules.
- The first learning game can be slow as the rules aren't always intuitive.
- Some terminology like 'surprises', 'dances', 'side', 'dark side', 'on the bounce', 'locking things into place' can be confusing initially.
Thematic elements
Comparison games
- Arboretum
Mechanics (from transcript analysis)
- Card Drafting — Players can optionally swap a card from their hand with a card from the 'invitational row'.
- Deduction — In two-player games, players can use deduction based on the opponent's likely hand to their favor.
- Hand Management — The hand management is very strong, and players are often overwhelmed with decisions on how to manage their hand of cards.
- influence — Players splay out cards matching a particular type to gain influence over tables, which is compared at the end of the game.
- Push Your Luck — Playing a value one or five card reveals a card from the main deck and adds it to the invitation row, which can be a gamble.
- Set Collection — Players collect tokens which give victory points, and some endgame victory points are significant factors in scoring.
- Take That — Playing a card of a matching number of the other side allows elimination of unprotected cards, and taking prank tokens.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- Mischief which is going to be launching on Kickstarter on the 1st of October 2024.
- There's lots of kind of clandestine lots of misleading and bluffing mechanisms going in to this one.
- This is a Gamers game you're not going to have an easy time teaching this to very casual gamers or you know even people on the periphery of the hobby they got to find it quite jarring to understand all those different mechanisms.
- Everything you do in this game matters and it's very delicately balanced.
- All in all this game has a constant thread of player interaction throughout.
References (from this video)
No references stored for this video.
Video 7hMfJVqTMog
Game Preview at 0:05 sentiment: positive
video_pk 78511 · mention_pk 191206
Click to watch at 0:05 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- two to four players
- hand management, open drafting, and shared incentives
- color-coded factions with multiple scoring opportunities
- variety of fairy and folklore elements
- thematic integration with wedding setting
Cons
none
Thematic elements
- political intrigue and social maneuvering among fairy factions
- Fairy realm with wedding planning
- mythic, whimsical, wedding-centered
Comparison games
none
Mechanics (from transcript analysis)
- color-coded faction cards — cards of different colors correspond to factions
- column-based play — cards are played into matching columns
- Compound Scoring — friendship, prank, and invitation tokens contribute points
- final scoring by leading faction — at scoring, the leading faction in each color scores points
- Hand Management — players manage and play cards to influence outcomes
- open drafting — players draft from a common pool of cards
- shared incentives — scoring and incentives are influenced by actions of all players
- Token-based scoring — friendship, prank, and invitation tokens contribute points
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- with mechanics such as hand Management Open Drafting and shared incentives
- the game is of medium complexity
- the components featured in this video are prototype so rules and that workor are not final
- the game celebrates a wide range of different fairies and Spirits from European folklore
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–5 of 5